reporust_rebootcancel

121,155 Commits over 4,018 Days - 1.26cph!

5 Months Ago
merge from voiceprops_itemstore
5 Months Ago
merge from hackweek_car_radio
5 Months Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
5 Months Ago
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
5 Months Ago
merge from siege_weapons
5 Months Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
5 Months Ago
fixed pivot points on construction meshes
5 Months Ago
new merge from /main and /indirect_instancing
5 Months Ago
Merge from /main
5 Months Ago
Merge: from main Tests: none
5 Months Ago
Prevent scientists from magically knowing where you are and homing on you They now have to use their senses, guess and search methodically Allowing them to be surprised, baited and flanked Fix scientists seeing through opaque tarp
5 Months Ago
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5 Months Ago
merge from main
5 Months Ago
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5 Months Ago
Merge from main
5 Months Ago
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5 Months Ago
merge from xmas2024
5 Months Ago
merge from fix_invis_nre
5 Months Ago
Move AnimationUtil to an editor only namespace
5 Months Ago
Merge from primitive/prop_offset
5 Months Ago
Merge from primitive
5 Months Ago
Applied to high caliber revolver as well
5 Months Ago
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
5 Months Ago
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
5 Months Ago
Parent merge
5 Months Ago
Codegen
5 Months Ago
Map backup
5 Months Ago
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
5 Months Ago
Map backup
5 Months Ago
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
5 Months Ago
Manifest fix
5 Months Ago
Parent merge
5 Months Ago
Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
5 Months Ago
Remove disabled boombox model in car radio store preview prefab Manifest rebuild
5 Months Ago
Merge from primitive
5 Months Ago
Backups
5 Months Ago
Various bulb improvements. Added an LOD1. (MeshLOD)
5 Months Ago
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5 Months Ago
Regenerated fonts
5 Months Ago
Include the font update in the phrase update process
5 Months Ago
Enabled xmas event Enabled xmas tree craft Enabled ice walls low and high Enabled xmas portals Enabled xmas airdrop Enabled xmas advent calander craft Switched Burlap Sack to xmas edition Enabled ginger bread building skin Enabled xmas decor at compount Enabled xmas decor at bandit camp Network++ Ho-Ho-Ho
5 Months Ago
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
5 Months Ago
Regenerated Chinese, Korean and Japanese static fonts Added empty dynamic fallback fonts for each of them Cleaned up the fonts folder (without breaking the community UI this time)
5 Months Ago
Baseline of a tool generating static fonts based on localization content
5 Months Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
5 Months Ago
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5 Months Ago
merge from main
5 Months Ago
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
5 Months Ago
Clean up aim code
5 Months Ago
Fix invis NRE when invis player is killed